[quote who="Proletari" reply="22" id="2161069"]No,its another smurf.they are everywhere!!![/quote]Just to clarify: Prol is joking, he is the one who pointed out this thread to me. :-)
San Tsu
Hi guys, Someone told me about this thread, so I had to come and see it for myself :-) Well to let you guys know, I'm sort of still around. I first started playing WAR in about November last year, then left WAR and installed Entrenchment. But the game I've really been playing lately is AAsteroids :-) (Soon will include MP!). It's not to say I've stopped playing games, but my interests shift every few months.. that's me :-). Anyhow, I
[quote who="ToughLove" reply="2" id="1948638"]Nice. AND this is why Impulse is good. If it wasn't for Impulse, I'd have to download a huge patch. I just downloaded this update and it was 1.7MB total.[/quote]That has little to do with impulse.
I'm sorry I don't understand what that means..? Is the fix released yet? Is it going to be released? Is there a temporary workaround?
I know there have already been other posts on this bug, but I couldn't find a simple "[Bug]" thread about it, so I'm creating one for this bug. Basically every time Sins starts, it resets all key bindings back to the the defaults. I have investigated this bug a little bit, and I found that the actual contents of the $HOME\uimappings.setting file are simply not loaded by the game. Presumably the game then uses hardcoded defaults, and then at a later point writes the current set
The fix really is very simple: Always specifically create the HWs lanes with their "satelite" planets (the roid and the ice/fire that make up the starting position). My guess is that generator algorithm doesn't just place a lane between the HW and its satelites, but rather generates all three and then leaves the lanes to the normal "lane generator" part of the generator, relying on their proximity to generate a lane for them. Have a minimum distance between plan
Well the title says it all - we lost. I have attached a recording of the game in question, to show two things: That - as we have said all along - DT can loose just like anyone else. The meaning of maturity and sportsmanship. This is in response to the recent accusations that DT members brag that they are unbeatable and that we are rude or abusive. Nothing is further from the truth: We always knew and said we can loose. We were ju
Congrats on the intiative. It's very refreshing to finally see this sort of approach emerging in any part of the software development industry. Full stars. Doctors, Lawyers, Mechasics, Electronics manufacturers - many industries have standards that are enforced by law that ensure that a customer has certain minimal rights and can expect certain things. Yet the software industry, while it is very vocal about its own rights in terms of properiatry, makes little effort to uphold similar
Are there any improvements coming to the online experience? Support for clans? Soundex validation of usernames to help against impersonations? improvements to the chats? Help with official ladders / tournaments?
I've added some introductory text to the home page of the project.
I have created a little tool to help the distribution and installation of Sins maps. I hope this will make the lives of map authors a little easier. Have a look [link="https://forums.sinsofasolarempire.com/322124"]here[/link].
Bump. I can see downloads but no feedback... Any comments anyone? Does the installer work for you ? This is my first attempt at a desktop application... I couldn't have gotten it right first try.. :-)
I have created two sample files of P5yy's Map Pack and WHIPPer's Gateway to Paradise: [link="http://soasemp.googlecode.com/files/Sample%20Map%20Packs.zip"]WWW Link[/link].
I have posted about a little tool that I've written to help with custom maps: https://forums.sinsofasolarempire.com/322124
I have posted about a little tool I've written to help with missing maps: https://forums.sinsofasolarempire.com/322124
The Sins Map Packer I have written a small application to try and solve the problem of distributing maps for Sins. For those who are not familiar with the problem: the need to manualy place map files in the correct folders serves as a severe impedement for distributing maps for sins, and as a result for authoring them. I have witnessed this frustration first hand through my clan members WHIPperSNAPper an
Very determined little buggers, aren't they...?
Vasari can also overcome this with gates.
[quote]no but I am sure it makes them feel big bad and tough enough to unleash a nerd rage.Anyways back on topic: a screenshot if you have one would help immensely, if not a save game works too.[/quote]No but they help vent off steam when someone is being particularly annoying..
I don't know how it was previously, but like How said I think it's not a bug since dead astroids are colonizable. However I would like to label this a "feature request" since without this a dead astroid ruins an otherwise perfectly good "longest trade route". If the game logic is that uninhabitables don't stop trade routes, why should dead astroids destroy them?
And to demonstrate the point even further, I started a quick single player huge game, saved a recording and glued two screen shots together. However even in that quick one that I started, one of the AI players got a bugged start... So here is the huge map where all of the starting positions can be clearly seen: [img]http://images.yuku.com/image/png/84f3699e4b0b1ab26254d82c63fb4cfce725076d.png[/img] As you can easily see from this image, a normal starting position in a random map
To further demonstrate my point: Here is an example of a normal starting position: 1 terran HW, 1 astroid, and one ice or volcano (ice in this case). The other Terran is just part of the normal random generation which happens to be close to the starting position: [img]http://images.yuku.com/image/png/c9d268943c12864fd1f6514bc50e5a4bea6ed858.png[/img] The HW is connected to both planets that form the "starting position". This is an example of a bugged starting position:
I don't think everybody quite understood you How.. Let me try and help out: In a random map, For every player starting spot Sins generates, it generates 3 planets: 1 Terran HW, 1 astroid and 1 Fire or Ice. The two other planets are very close to the HW and they form a little "cluster". This [B]*is*[/B] the starting position. This is what allows a player to bootstrap their economy. This is [B]*always*[/B] the same for [B]*all*[/B] players, [B]*all*[/B] the time. When th
That's not a bug! That's an awesome feature! :)
DT are never rude to anyone on purpose. If DT member were rude to you it's because you were rude to them first.